Gek Konijn Posted January 6, 2015 Report Share Posted January 6, 2015 Could somebody upload their WORKING scripts.txt? Link to comment Share on other sites More sharing options...
Havik Posted January 6, 2015 Report Share Posted January 6, 2015 You all need to read! I posted my working scripts above! Link to comment Share on other sites More sharing options...
Gek Konijn Posted January 6, 2015 Report Share Posted January 6, 2015 Havik,, I get #110 using yours!!! Link to comment Share on other sites More sharing options...
CrimsonGrim Posted January 7, 2015 Report Share Posted January 7, 2015 Any ideas what would cause Script Restriction #126? Link to comment Share on other sites More sharing options...
Havik Posted January 7, 2015 Report Share Posted January 7, 2015 Telling us "script restriction #126" doesn't help figure it out because line 127 of your Scripts.txt could be anything. Go to your scripts.log, look at the error exactly and post the full error here. Link to comment Share on other sites More sharing options...
Havik Posted January 7, 2015 Report Share Posted January 7, 2015 Getting kicked #110 this happens as soon as you get into lobby.... not game. 06.01.2015 17:01:18: Jason Stirling (86xx04) 7f0xx03a4c53 - #110 " _display = _this select 0; (_display displayctrl 1015) ctrlsettext str (lbsize (_display displayctrl 114)); " 06.01.2015 17:11:21: Jason Stirling (86xx04) 7f04xx03a4c53 - #109 " with uinamespace do { disableserialization; _display = _this select 0; any ideas? Are you running with just vanilla? If so, have you tried installing @MAS scripts? Link to comment Share on other sites More sharing options...
Gek Konijn Posted January 7, 2015 Report Share Posted January 7, 2015 Just Vanilla...... will install @MAS and post results. Link to comment Share on other sites More sharing options...
Authaalis Posted January 7, 2015 Report Share Posted January 7, 2015 Hi guys, Pretty new to coding but am trying, anyway im getting kicked for Battleye Restriction #27 This is my Script.log 07.01.2015 06:37:41: Authaalis (HIDDEN) HIDDEN - #27 " GRIDREF: %7 | RESTART IN: %8:%9", round diag_fps, count playableUnits, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, E" I am out of ideas on what to do My Script.txt is this - 7 "BIS_fnc_" !"animalBehaviour" !"guiEffectTiles_coef" !"GUImessage" !"guiEffectTiles" !"param" !"setIDCStreamFriendly" !"overviewauthor" !"diagAARrecord" !"diagKey" !"feedbackMain" !"missionHandlers" !"getServerVariable" !"missionFlow" !"initParams" !"initRespawn" !"missionTasksLocal" !"missionConversationsLocal" !"missionCon" !"preload" !"logFormat" !"recompile" !"moduleInit" !"feedback_allowPP" !"feedback_allowDeathScreen" !"feedbackInit" !"initMultiplayer" !"MP" !"displayMission" !"feedback_fatiguePP" !"respawnBase" !"dirTo" !"secondsToString" !"guiMessage_status" !"selectRespawnTemplate" !"guiMessage_defaultPositions" !"startLoadingScreen_ids" !"damageChanged" !"incapacitatedEffect" !"invRemove" !"relpos" !"inString" !"findSafePos" !"isPosBlacklisted" !"timeToString" !"distance2D" !"effectKilled" !"dynamictext" !"inAngleSector" !="_this call (uinamespace getvariable 'BIS_fnc_effectFired');" !"lbSelChanged_" 7 "BIS_fnc_dynamictext" !", 0, 1, 5, 2, 0, 1] spawn bis_fnc_dynamictext;" !", 0, 0.4, 5, 2, 0, 2] spawn bis_fnc_dynamictext;" !"snil '_fnc_scriptName') then {_fnc_scriptName}" "sleep (_onScreenTime) spawn bis_fnc_dynamictext;" 7 forceRespawn 7 moveInDriver 7 moveInCargo 7 moveInCommander 7 moveInGunner 7 moveInTurret 7 setDammage !"player setDammage 0" 7 attachTo !"EP_light attachTo [player];" !"_bomb attachTo [_unit, [0,0,0],\"Pelvis\"];" !"_dogHolder attachTo [_dog, [-0.2,1.2,0.7]];" !"EPOCH_staticTarget attachTo[player];" !"EPOCH_target attachTo[player];" 7 enableCollisionWith 7 hideObjectGlobal 7 setFriend 7 setAmmo 7 RscDebugConsole_watch 7 showCommandingMenu 7 assignAs 7 playableunits !"{getplayeruid _x == _ownerVar} count playableunits" !="lbSetData[21500, _index, netId _x];\n} forEach(playableUnits - [player]); !="FPS: %1 | PLAYERS: %2 | DAMAGE: %3 | KRYPTO: %4 | HUNGER: %5 | THIRST: %6 | SOILED: %7 | GRIDREF: %8", round diag_fps, count playableUnits, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, EPOCH_playerThirst, EPOCH_playerSoiled, mapGridPosition player, _counter"" 7 enableFatigue 7 allowDamage !="player allowDamage true;vehicle player allowDamage true;" 7 exec !="<execute expression=" !"RscDebugConsole_execute" !"execFSM" !"_executeStackedEventHandler" !"fn_execVM" !"fn_moduleExecute" !"fn_execRemote" !"fn_MPexec" !"bis_fnc_moduleExecute_activate" !"fn_tridentExecute" !"randomize_civ1" !"executed from" !"EPOCH_DebugGUI_exec" !"_handle = [_display] execVM _script;" !"execVM \"\A3\Structures_F\scripts" !="execVM \"\A3\Structures_F_EPC\Civ\PlayGround\scripts\Carousel_spin.sqf\" !="execVM \"\MPMissions\epoch.altis\scripts\fn_statusBar.sqf\"" 7 setUnitRecoilCoefficient 7 allMissionObjects 7 callExtension 7 showCommandingMenu 7 createVehicleCrew 7 "call compile preprocessFileLineNumbers" !"\"A3\" !"\"\x\addons\a3_epoch_code\"" 7 playableunits !"{getplayeruid _x == _ownerVar} count playableunits" 7 allUnits !="{_x allowFleeing 0} forEach allUnits;" 7 allowDamage !="player allowDamage true;vehicle player allowDamage true;" 7 exec !"RscDebugConsole_execute" !"execFSM" !"_executeStackedEventHandler" !"fn_execVM" !"fn_moduleExecute" !"fn_execRemote" !"fn_MPexec" !"bis_fnc_moduleExecute_activate" !"fn_tridentExecute" !"randomize_civ1" !"executed from" !"EPOCH_DebugGUI_exec" !"_handle = [_display] execVM _script;" !"execVM \"\\A3\\Structures_F\\scripts\\" !"execVM \"\\x\\addons\\a3_epoch_config\\scripts\\" !"e preprocessfilelinenumbers \"A3\ui_f\scripts\initDisplay.sqf\";" !"execVM \"\x\addons\a3_epoch_code\system\dummy.sqf\"},{[\"onUnload\",_t\"" !"execVM \"\A3\soft_F\Offroad_01\scripts\randomize.sqf\"" !"if (isServer) then {[(_this select 0)] execVM \"\A3\Structures_F\Ind\PowerLines\Scripts\column_ruins.sqf\"};" !"([this, 1] execVM \"\A3\Structures_F_EPC\Civ\PlayGround\scripts\Carousel_spin.sqf\")"!="mpmissions\__CUR_MP.Altis\init.sqf" 7 addWeaponCargo 7 onMapSingleClick !="onMapSingleClick '';" 7 addMagazineCargo !"_dogHolder addMagazineCargo [\"RabbitCarcass_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"Pelt_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"Venom_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"SnakeCarcass_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"ChickenCarcass_EPOCH\", 1]" 7 addItemCargo 7 addBackPackCargo 7 removeAllWeapons 7 removeAllItems 7 removeBackpack 7 setTerrainGrid 7 setViewDistance !"setViewDistance 1600" 7 setMarkerColor 7 createMarker 7 createUnit !="_unit = _copterSupportGrp createUnit[(_arrUnits select _i), _pos, [], 0, \"FORM\"];" !=_unit = _group createUnit [_unitClass, _targetPos, [], 100, \"CAN_COLLIDE\];" 7 createAgent !="_unit = createAgent[_unitClass, _targetPos, [], 256, \"FORM\"];" !=_unit = createAgent [_unitClass, _targetPos, [], 120, \"FORM\];" !="_animal = createAgent[_randomAIClass, _animalPos, [], 5, \"NONE\"];" !=_unit = createAgent [\"Epoch_Cloak_F\", _pos, [], 0, \"CAN_COLLIDE\];" 7 createTeam 7 deleteMarker 7 setMarkerBrush 7 setMarkerDir 7 setMarkerPos 7 setMarkerShape 7 setMarkerSize 7 setMarkerText 7 setMarkerType 7 setMarkerAlpha 7 createMarkerLocal 7 setMarkerBrushLocal 7 setMarkerColorLocal 7 setMarkerDirLocal 7 setMarkerPosLocal 7 setMarkerShapeLocal 7 setMarkerSizeLocal 7 setMarkerTextLocal 7 setMarkerTypeLocal 7 setMarkerAlphaLocal 7 deleteMarkerLocal 7 displayRemoveAllEventHandlers 7 displaySetEventHandler 7 ctrlSetEventHandler !"BIS_fnc_guiMessage_status" 7 ctrlRemoveAllEventHandlers 7 ctrlRemoveEventHandler 7 addMPEventHandler 7 addEventHandler !"displayAddEventHandler" !"ctrlAddEventHandler" !" [\"local\"" !" [\"Respawn\"" !" [\"Put\"" !" [\"Take\"" [\"Fired\"" [\"Killed\"" !" [\"PostReset\",{BIS_EnginePPReset = true;} ];" !"_logic addeventhandler [\n\"local\"" 7 displayAddEventHandler !"[_display] call _fnc_animate;" !"tVersion select 4) == \"Development\") then" !"_display displayaddeventhandler\n[\n\"mousemoving\"," !"(findDisplay 46) displayAddEventHandler [\"KeyDown\",\"true\"];" !"(findDisplay 46) displayAddEventHandler [\"KeyDown\",\"_this call EPOCH_KeyDown\"];" !"_display displayaddeventhandler [\"unload\",\"uinamespace setvariable ['BIS_fnc_guiMess" 7 ctrlAddEventHandler !"aponInfo_weaponClasses = _weaponClasses;" !"_listWeapons ctrladdeventhandler [\"lbselchanged\",\"with uinamespace do {['lbSelChanged_w\"" !"rCfg >> \"refreshDelay\");" !" [\n\"draw\"," !" [\"buttonclick\"," 7 removeAllEventHandlers 7 removeAllMissionEventHandlers 7 removeEventHandler !="player removeEventHandler ['Fired', 0];" !="displayRemoveEventHandler" !"_currentTarget removeEventHandler[\"EpeContactStart\", _onContactEH]" !" [_adminVar,objnull];\npublicvariable _adminVar;\nplayer removeeventhandler [\"respawn\",_respawn];" 7 displayRemoveEventHandler !"BIS_fnc_guiMessage_status" 7 switchCamera 7 remoteControl !"fn_moduleRemoteControl.sqf" 7 drawIcon3D !"drawIcon3D[format[\"\x\addons\a3_epoch_code\Data\UI\loading_bar_%1.paa\",_stability],_color,(getPosATL EPOCH_stabilityTarget),5,5,0,\"\",1,0.05,\"PuristaMedium\"];" !"drawIcon3D[format[\"\x\addons\a3_epoch_code\Data\UI\loading_bar_%1.paa\",_num],_color,_pos,4,4,0,\"\",1,0.05,\"PuristaMedium\"];" !"EPOCH_drawIcon3dStability" !"EPOCH_drawIcon3d" !"if (_condition) then {\ndrawIcon3D [_icon, _color, _position, _sizeX, _sizeY, _angle, _text," 7 drawLine3D !"{\nfor [{_i = 1}, {_i < count _x}, {_i = _i + 1}] do {\ndrawLine3D [_x select (_i - 1), _x select _i, ((BIS_tracedShooter getVari" 7 ctrlCreate 7 ctrlDelete 7 ctrlClassName 7 ctrlModel 7 ctrlModelDirection 7 ctrlModelSide 7 ctrlModelUp 7 ctrlSetDirection 7 ctrlSetModel 7 deleteVehicleCrew !="[\"A3\functions_f\MP\fn_deleteVehicleCrew.sqf\",\".sqf\",0,false,false,false,\"A3\",\"MP\",\"deleteVehicleCrew\"]" 7 loadFile !"_FRnd = compile loadFile \"\\A3\\animals_f" 7 setGroupIconsVisible 7 setGroupIconsSelectable 7 setGroupIconParams 7 addGroupIcon 7 EPOCH_whitelist 7 EPOCH_defaultVars_SEPXVar 7 EPOCH_group_upgrade_lvl_SVar 7 EPOCH_GROUP_Delete_PVS !="EPOCH_GROUP_Delete_PVS = [player,Epoch_personalToken];" 7 Dayz_GUI_R 7 dayz_originalPlayer 7 zZombie_Base 7 GodMode 7 shazbot 7 _typeofHookMonky 7 _allocMemory !"_allocMemory103" 7 _d3d9multipliervariable 7 _runASM 7 _addGFX_hookD3D9eventhandler 7 _BEhookBYPASSBOB 7 JJMMEE_INIT_MENU 3 addMagazine !"addMagazineCargo" !="player addMagazine _craftItem;" !="player addMagazine \"jerrycanE_epoch\";" !="player addMagazine \"emptyjar_epoch\";" !="player addMagazine \"jerrycan_epoch\";" !="player addMagazine \"Hatchet_swing\";" !="player addMagazine [(_x select 0),(_x select 1)]" !="player addMagazine _x;" !="_unit addMagazine configName _item" I hope someone can help me please Cheers guys Link to comment Share on other sites More sharing options...
Gek Konijn Posted January 7, 2015 Report Share Posted January 7, 2015 Ironed out all the BE issues when loading, and now missions spawn but players get kicked for Addweaponcargo and add weaponbackpack........ :( addweaponcargo.log 07.01.2015 18:10:45: Jason Stirling (86.XXX04) 7f0XXXa4c53 - #0 "srifle_LRR_LRPS_F" 0:0 EDIT Sorted....... TorchGodz 1 Link to comment Share on other sites More sharing options...
Havik Posted January 7, 2015 Report Share Posted January 7, 2015 Here's the fun part. Take both logs and take each item that is kicking your players. from your example, #0 "srifle_LRR_LRPS_F" 0:0 #0 is actually line 1. So what you will want to do, is in your Addweaponcargo.txt, go to line 1 (take the error #, in this case, #0, add 1, so the error happens on line 1), at the end and put !"srifle_LRR_LRPS_F" That will help you out in the future for weapons issues. x_Raven_x 1 Link to comment Share on other sites More sharing options...
patter2012 Posted January 7, 2015 Report Share Posted January 7, 2015 has any one got working battle eye filters for this it works with out them on but when on just get lots of script restrictions Link to comment Share on other sites More sharing options...
x_Raven_x Posted January 8, 2015 Report Share Posted January 8, 2015 Kinda funny once u figure out how to read the logs it's easy to start fixing every error you get on your server.. this works perfectly, thanks!.. took a few Log reading but I have eventually got it all ironed out.. now back to my Orbital script with raining Raptor's that rain from the sky in a fiery hell fire and invade Epoch (overpoch now on my server) Altis >;D lol Link to comment Share on other sites More sharing options...
AztecGhost Posted January 8, 2015 Report Share Posted January 8, 2015 Anyone else have a problem with the mission box disappear when a player approaches? prior to installing infistar the boxes stayed. I redid all teh filters and every looks fine no log of any kind showing a problem but the boxes disappear when a player gets close.. Anyone have any ideas? Link to comment Share on other sites More sharing options...
Havik Posted January 8, 2015 Report Share Posted January 8, 2015 You will have no support for Infistar related problems here. Link to comment Share on other sites More sharing options...
Madtree1 Posted January 9, 2015 Report Share Posted January 9, 2015 edit: sorted Link to comment Share on other sites More sharing options...
flyxdvd Posted January 9, 2015 Report Share Posted January 9, 2015 EDIT! I got it working so it removes both vehicle's and AI.(only for one mission for now) but, my main problem is when i restart the server and try the mission and finish it the first mission doesnt delete the vehicle's but when a second one spawn it does any tips on it? these are my script/edits:(highlight the edited in part) the SM1.sqf private ["_coords","_MainMarker","_wait","_crate]; //set variable //Find a safe position on map to spawn marker and AI units _FindNewPosition = false; _coords = [mapCenter,300,mapRange,30,0,10,0] call BIS_fnc_findSafePos; { if ((_x distance _coords) < MinDistanceFromMission) then { _FindNewPosition = true; }; } foreach AllMissionCoords; if (_FindNewPosition) exitWith {[] execVM "\q\addons\custom_server\AIMission\Major\SM1.sqf"}; AllMissionCoords = AllMissionCoords + [_coords]; //Sleeps specifed ammount in init.sqf sleep blck_AISpawnTime; //Sends message to all players about the AI Mission ["Rebels are gathering! Check your map for the location!"] execVM "\q\addons\custom_server\AIMission\AIM.sqf"; //Sets public variable for all units to see mapmarker Ccoords = _coords; publicVariable "Ccoords"; [] execVM "debug\addmarkers.sqf"; //Crates the crate _crate = objNull; _crate = createVehicle ["Box_NATO_Wps_F",[(_coords select 0) - 3, _coords select 1,0],[], 0, "CAN_COLLIDE"]; //Sets variables (not sure if needed but left just incase so cleanup doesnt happen _crate setVariable ["Mission",1,true]; _crate setVariable ["ObjectID","1",true]; _crate setVariable ["permaLoot",true,true]; //Fills the crate with items [_crate] call blck_FillBoxes_Major; //Spawns the AI [_coords,blck_MinAI_Major,blck_MaxAI_Major,blck_WeaponList_Major,blck_SpawnVeh_Major] execVM "\q\addons\custom_server\AIMission\spawnai.sqf"; //Waits until player gets near the _crate to end mission waitUntil{{isPlayer _x && _x distance _crate < 10 } count playableunits > 0}; //Announces that the mission is complete ["The Rebel Gathering has settled down!"] execVM "\q\addons\custom_server\AIMission\AIM.sqf"; //Remove AI Mission Position Tracker AllMissionCoords = AllMissionCoords - [_coords]; //Removes the markers [] execVM "debug\remmarkers.sqf"; MissionGo = 0; Ccoords = 0; publicVariable "Ccoords"; //the delete vehicle exec [] execVM "\q\addons\custom_server\AIMission\delveh1.sqf"; //Spawns mission again [] execVM "\q\addons\custom_server\AIMission\major\SM1.sqf"; the spawnVehicle.sqf //Debug information diag_log format["SpawnVehicles _this: %1",_this]; //Gets position information from spawnai1.sqf _pos = _this select 0; //Creates a group for Vehicles _aiGroup = createGroup RESISTANCE; _ai = ObjNull; //Finds a safe positon in area to spawn _safepos = [_pos,0,27,0,0,20,0] call BIS_fnc_findSafePos; //Spawns 1 AI Unit "O_G_Soldier_SL_F" createUnit [_safepos, _aiGroup, "_ai = this", 0.1, "PRIVATE"]; removeBackpackGlobal _ai; removeAllItemsWithMagazines _ai; _ai setVariable["LASTLOGOUT_EPOCH",1000000000000]; _ai setVariable["LAST_CHECK",1000000000000]; _ai setVehicleVarName "ai1"; ai1 = _ai;\\gave the ai's a name to delete it with. so with the rest. _ai enableAI "TARGET"; _ai enableAI "AUTOTARGET"; _ai enableAI "MOVE"; _ai enableAI "ANIM"; _ai enableAI "FSM"; _ai allowDammage true; _ai setCombatMode "RED"; _ai setBehaviour "COMBAT"; _ai setVariable ["AI",true,true]; //Spawns 1 AI Unit _ai1 = ObjNull; _safepos = [_pos,0,27,0,0,20,0] call BIS_fnc_findSafePos; "O_G_Soldier_SL_F" createUnit [_safepos, _aiGroup, "_ai1 = this", 0.1, "PRIVATE"]; removeBackpackGlobal _ai1; removeAllItemsWithMagazines _ai1; _ai1 setVariable["LASTLOGOUT_EPOCH",1000000000000]; _ai1 setVariable["LAST_CHECK",1000000000000]; _ai1 setVehicleVarName "ai2"; ai2 = _ai1; _ai1 enableAI "TARGET"; _ai1 enableAI "AUTOTARGET"; _ai1 enableAI "MOVE"; _ai1 enableAI "ANIM"; _ai1 enableAI "FSM"; _ai1 allowDammage true; _ai1 setCombatMode "RED"; _ai1 setBehaviour "COMBAT"; _ai1 setVariable ["AI",true,true]; //Spawns 1 AI Unit _ai2 = ObjNull; _safepos = [_pos,0,27,0,0,20,0] call BIS_fnc_findSafePos; "O_G_Soldier_SL_F" createUnit [_safepos, _aiGroup, "_ai2 = this", 0.1, "PRIVATE"]; removeBackpackGlobal _ai2; removeAllItemsWithMagazines _ai2; _ai2 setVariable["LASTLOGOUT_EPOCH",1000000000000]; _ai2 setVariable["LAST_CHECK",1000000000000]; _ai2 setVehicleVarName "ai3"; ai3 = _ai2; _ai2 enableAI "TARGET"; _ai2 enableAI "AUTOTARGET"; _ai2 enableAI "MOVE"; _ai2 enableAI "ANIM"; _ai2 enableAI "FSM"; _ai2 allowDammage true; _ai2 setCombatMode "RED"; _ai2 setBehaviour "COMBAT"; _ai2 setVariable ["AI",true,true]; //Spawns 1 AI Unit _ai3 = ObjNull; _safepos = [_pos,0,27,0,0,20,0] call BIS_fnc_findSafePos; "O_G_Soldier_SL_F" createUnit [_safepos, _aiGroup, "_ai3 = this", 0.1, "PRIVATE"]; removeBackpackGlobal _ai3; removeAllItemsWithMagazines _ai3; _ai3 setVariable["LASTLOGOUT_EPOCH",1000000000000]; _ai3 setVariable["LAST_CHECK",1000000000000]; _ai3 setVehicleVarName "ai4"; ai4 = _ai3; _ai3 enableAI "TARGET"; _ai3 enableAI "AUTOTARGET"; _ai3 enableAI "MOVE"; _ai3 enableAI "ANIM"; _ai3 enableAI "FSM"; _ai3 allowDammage true; _ai3 setCombatMode "RED"; _ai3 setBehaviour "COMBAT"; _ai3 setVariable ["AI",true,true]; //Spawns a AI Vehicle _safepos = [_pos,0,27,0,0,20,0] call BIS_fnc_findSafePos; _veh = ObjNull; _veh = createVehicle["B_G_Offroad_01_armed_F", _safepos, [], 0, "NONE"]; _veh setVariable["LASTLOGOUT_EPOCH",1000000000000]; _veh setVariable["LAST_CHECK",1000000000000]; _veh setVehicleVarName "veh1"; veh1 = _veh; \\gave the vehicle a name so i can delete it. did this with both of em. //Moves 2 AI units into vehicle _ai moveInAny _veh; _ai1 moveInAny _veh; //So Vehicle doesnt despawn EPOCH_VehicleSlotsLimit = EPOCH_VehicleSlotsLimit + 1; EPOCH_VehicleSlots pushBack str(EPOCH_VehicleSlotsLimit); _slot = EPOCH_VehicleSlots select 0; _veh setVariable ['VEHICLE_SLOT',_slot,true]; EPOCH_VehicleSlots = EPOCH_VehicleSlots - [_slot]; EPOCH_VehicleSlotCount = count EPOCH_VehicleSlots; publicVariable 'EPOCH_VehicleSlotCount'; _veh call EPOCH_server_setVToken; //Creates vehicle inventory clearWeaponCargoGlobal _veh; clearMagazineCargoGlobal _veh; clearBackpackCargoGlobal _veh; clearItemCargoGlobal _veh; _safepos = [_pos,0,27,0,0,20,0] call BIS_fnc_findSafePos; _veh2 = ObjNull; _veh2 = createVehicle["B_G_Offroad_01_armed_F", _safepos, [], 0, "NONE"]; _veh2 setVariable["LASTLOGOUT_EPOCH",1000000000000]; _veh2 setVariable["LAST_CHECK",1000000000000]; _veh2 setVehicleVarName "veh2"; veh2 = _veh2; _ai2 moveInAny _veh2; _ai3 moveInAny _veh2; EPOCH_VehicleSlotsLimit = EPOCH_VehicleSlotsLimit + 1; EPOCH_VehicleSlots pushBack str(EPOCH_VehicleSlotsLimit); _slot = EPOCH_VehicleSlots select 0; _veh2 setVariable ['VEHICLE_SLOT',_slot,true]; EPOCH_VehicleSlots = EPOCH_VehicleSlots - [_slot]; EPOCH_VehicleSlotCount = count EPOCH_VehicleSlots; publicVariable 'EPOCH_VehicleSlotCount'; _veh2 call EPOCH_server_setVToken; clearWeaponCargoGlobal _veh2; clearMagazineCargoGlobal _veh2; clearBackpackCargoGlobal _veh2; clearItemCargoGlobal _veh2; delveh1.sqf is the delete vehicle type of script which is called at the end of the mission. { _x action ["Eject", veh1]; } forEach crew veh1; deleteVehicle veh1; deleteVehicle ai1; deleteVehicle ai2; { _x action ["Eject", veh2]; } forEach crew veh2; deleteVehicle veh2; deleteVehicle ai3; deleteVehicle ai4; these are basicly the files i have edited. regards, fly Link to comment Share on other sites More sharing options...
SadBoy1981 Posted January 9, 2015 Report Share Posted January 9, 2015 After i run missions i get about -50% fps down, today i just delete it and from 25 get 40 - 50 fps Not sure where is the problem, install from instruction in firs post. Anyway, i cant use this. =( Link to comment Share on other sites More sharing options...
Gek Konijn Posted January 9, 2015 Report Share Posted January 9, 2015 Guys, got a major issue...... The AI scrips are causing some MAJOR RPT issues..... heres just an little bit....... 21:00:22 Error 0 elements provided, 3 expected 21:00:22 File q\addons\custom_server\AIMission\AI1.sqf, line 91 21:00:22 Bad conversion: array 21:00:22 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> 21:00:22 Error position: <nearEntities [["MAN"],1000])}; };> 21:00:22 Error 0 elements provided, 3 expected 21:00:22 File q\addons\custom_server\AIMission\AI1.sqf, line 91 21:00:22 Bad conversion: array 21:00:22 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> 21:00:22 Error position: <nearEntities [["MAN"],1000])}; };> 21:00:22 Error 0 elements provided, 3 expected 21:00:22 File q\addons\custom_server\AIMission\AI1.sqf, line 91 21:00:22 Bad conversion: array 21:00:22 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> 21:00:22 Error position: <nearEntities [["MAN"],1000])}; };> 21:00:22 Error 0 elements provided, 3 expected 21:00:22 File q\addons\custom_server\AIMission\AI1.sqf, line 91 21:00:22 Bad conversion: array 21:00:22 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> That continues for three hours! I have an RPT of over 500mb and it cant be good for the server.......... Link to comment Share on other sites More sharing options...
SadBoy1981 Posted January 10, 2015 Report Share Posted January 10, 2015 Guys, got a major issue...... The AI scrips are causing some MAJOR RPT issues..... heres just an little bit....... 21:00:22 Error 0 elements provided, 3 expected 21:00:22 File q\addons\custom_server\AIMission\AI1.sqf, line 91 21:00:22 Bad conversion: array 21:00:22 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> 21:00:22 Error position: <nearEntities [["MAN"],1000])}; };> 21:00:22 Error 0 elements provided, 3 expected 21:00:22 File q\addons\custom_server\AIMission\AI1.sqf, line 91 21:00:22 Bad conversion: array 21:00:22 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> 21:00:22 Error position: <nearEntities [["MAN"],1000])}; };> 21:00:22 Error 0 elements provided, 3 expected 21:00:22 File q\addons\custom_server\AIMission\AI1.sqf, line 91 21:00:22 Bad conversion: array 21:00:22 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> 21:00:22 Error position: <nearEntities [["MAN"],1000])}; };> 21:00:22 Error 0 elements provided, 3 expected 21:00:22 File q\addons\custom_server\AIMission\AI1.sqf, line 91 21:00:22 Bad conversion: array 21:00:22 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> That continues for three hours! I have an RPT of over 500mb and it cant be good for the server.......... my server after this make restarts itself, crash sometimes so try to fix it, i just delete this missions, also fps going down from it. Link to comment Share on other sites More sharing options...
Gek Konijn Posted January 10, 2015 Report Share Posted January 10, 2015 Mine doesnt restart, but this has only happened over the past 24 hours....... run okay for five days now this. HELP! Link to comment Share on other sites More sharing options...
1Man Posted January 10, 2015 Report Share Posted January 10, 2015 There is a fix for this read the other posts, I had the same thing and it resolved that same rpt issue. It effects fps and cpu load which is why you Desync and have low fps Link to comment Share on other sites More sharing options...
Gek Konijn Posted January 10, 2015 Report Share Posted January 10, 2015 There is a fix for this read the other posts, I had the same thing and it resolved that same rpt issue. It effects fps and cpu load which is why you Desync and have low fps a link would have been good....... ;) I have looked but I cant find the "FIX" I see people on about changing it for Chernerus, but I am running ALTIS, and everything is fine apart from this error. Someone please help. Link to comment Share on other sites More sharing options...
cyncrwler Posted January 10, 2015 Report Share Posted January 10, 2015 a link would have been good....... ;) I have looked but I cant find the "FIX" I see people on about changing it for Chernerus, but I am running ALTIS, and everything is fine apart from this error. Someone please help. Try this, it worked beautifully for me, and a couple others. http://epochmod.com/forum/index.php?/topic/30063-blckeagls-ai-mission-version-202-release-122015/?p=189724 Link to comment Share on other sites More sharing options...
zealot67 Posted January 10, 2015 Report Share Posted January 10, 2015 HI there use or not use your be files i always get kicked by be when i tried to join the server the log look like this 1:11:07 BattlEye Server: Script Log: #0 docmia (60c01a946241ea301bff9204a4671cc6) - #25 " 1 "mpmissions\__CUR_MP.Altis\init.sqf" 1:11:07 1:11:07 if (isServer) then { 1:11:07 execVM "\q\addons\custom_server\init.sqf"; 1:11:07 1:11:07 } else { 1:11:07 [] spawn { 1:11:07 1:11:07 [" 1:11:07 Player docmia kicked off by BattlEye: Script Restriction #25 am i did something wrong? Link to comment Share on other sites More sharing options...
Dawg Posted January 11, 2015 Report Share Posted January 11, 2015 Guys, got a major issue...... The AI scrips are causing some MAJOR RPT issues..... heres just an little bit....... 21:00:22 Error 0 elements provided, 3 expected 21:00:22 File q\addons\custom_server\AIMission\AI1.sqf, line 91 21:00:22 Bad conversion: array 21:00:22 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> 21:00:22 Error position: <nearEntities [["MAN"],1000])}; };> 21:00:22 Error 0 elements provided, 3 expected 21:00:22 File q\addons\custom_server\AIMission\AI1.sqf, line 91 21:00:22 Bad conversion: array 21:00:22 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> 21:00:22 Error position: <nearEntities [["MAN"],1000])}; };> 21:00:22 Error 0 elements provided, 3 expected 21:00:22 File q\addons\custom_server\AIMission\AI1.sqf, line 91 21:00:22 Bad conversion: array 21:00:22 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> 21:00:22 Error position: <nearEntities [["MAN"],1000])}; };> 21:00:22 Error 0 elements provided, 3 expected 21:00:22 File q\addons\custom_server\AIMission\AI1.sqf, line 91 21:00:22 Bad conversion: array 21:00:22 Error in expression < waitUntil{_nearEntities != count (_ai1 nearEntities [["MAN"],1000])}; };> That continues for three hours! I have an RPT of over 500mb and it cant be good for the server.......... Do you have the latest update of the script? Also look back to page 9- to about 13 on this thread. 1Man and I had this RPT issue too. 1Man found the solution just have to go back there and look. Link to comment Share on other sites More sharing options...
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